Render & Scene Inputs
Number of back buffers (double = 2, triple = 3). More buffers = smoother but more VRAM.
100%
Render at higher than native resolution (e.g., supersampling).
Approx total of all textures resident in VRAM.
Meshes, shadow maps, uniform buffers, post-process targets etc.
OS/driver reserved memory (approx).
Misc overhead for fragmentation, driver allocations, staging buffers.
Estimates only • Read breakdown for details